Savage Rifts Juicer Variants (Fan Created)
The Below Posts (after this post) show the process of creation. Thanks to Sayeen, Kesslan, Beowulf85, Conrad, Merlaggon, Lucretia, and Venatus for sharing your ideals and concepts.
Juicer Variant Iconic Edges: These Edges require a Character to have a specific Iconic Framework in order to take them. In this case these Edges can only be taken by Juicers, at the time of Character Creation.
Hyperion Juicer (Juicer Variant)
Requirements
- Novice
- Juicer
- Background Edge
- May not already have a Juicer Variant Edge
- Increase speed to x3 pace
- Gains Uncanny Reflexes, and Quick all the time
- Habbit: Food (Major)
Requirements
- Seasoned
- Hyperion Juicer
- +2 to Uncanny Reflexes
Titan Juicer (Juicer Variant)
Requirements
- Novice
- Juicer
- Background Edge
- May not already have a Juicer Variant Edge
- Size +2 (Comes with a +2 to toughness)
- Punches are considered MD. To calculating damage, STR is treated as two die types higher
- Last Call
- Stuff aint built for me
Requirements
- Seasoned
- Titan Juicer
- Brawny Edge
- STR minimum of d10
- The Juicer Brawny Edge is altered: Load limit upped to STR x12 instead of 8
- +1 size
Phaeton Juicer (Juicer Variant)
Requirements
- Novice
- Juicer
- Background edge
- May not already have a Juicer Variant Edge
- Ace
- Combat Ace
- Vehicle of Choice - usually a Hover Cycle or Motorcycle
- -1 die type STR
- -1 vigor die type
Requirements
- Veteran
- Driving, Piloting, or Boating d10
- Phaeton Juicer
- Gain an aditional non-movement action with a specific vehicle. Thus action can be a repeat action.
- This can allow for a Phaeton Juicer with Split the Seconds, Combat Ace, and burn faster to end up with: 8 actions, 2 piloting checks, and 2 movements per turn. Truly epic.
Requirements
- Seasoned
- Phaeton Juicer
- Gain Telemechanics benifits for vechicles only. Telepathy not required.
Mega Juicer (Juicer Variant)
Requirements
- Novice
- Juicer
- Background Edge
- May not already have a Juicer Variant Edge
- Does not suffer from one point of Wound Modifiers
- +2 toughness
- No additional damage from called shots
- +2 to recover from Shaken
- +1 additional Die type to STR
- Burnout, 3d10 plasma damage the size of a medium burst template surrounds the Mega Juicer (counts as sunlight for vampires) upon Blaze of Glory, or end of next action when at 0 burn
- Unable to detox
- Kill on sight (minor) at 1-3 burn, it is widely known the Mega Juicer is about to go nova. Most folks will put them down (or attempt to) at that point. At 3 Burn left the Mega Juicer emits a fiery glowing from their eyes.
Requirements
- Seasoned
- Mega Juicer
- Gain the Monstorus Ability: Hardy
Delphi Juicer (Juicer Variant)
Requirements
- Novice
- Juicer
- Background Edge
- May not already have a Juicer Variant Edge
- Arcane Background: Psionics, pick from the Crazie list
- PAS Helment: Major psionics (requires the PAS helmet)
- PAS Helmet provides Rapid Recharge Edge
- -4 to target PAS, on a hit roll Technical Difficulties.
- Psychic flashes, plagued by horrible and random psychic flashes (minor)
- The surgically attached Psychic Amplification System (PAS) helmet provides the Delphi Juicer with his or her powers and abilities
- Helmet can not be removed
- Habit (Major) Requires use of PAS helmet
- Knowledge: Cybernetics -2 to remove, Arcane Background (Psionics) suffers from Brain Burn and Technical Difficulties on a Roll of a 1 for Psionics skill roll.
Requirements
- Seasoned
- Delphi Juicer
- Chose one new or existing power, automatically gain the raise effect on a success.
Coalition States Juicer (Juicer Variant)
Requirments
- Novice
- Juicer
- Background Edge
- May not already have a Juicer Variant Edge
- Vow (Major) Serve the CS
- Cybernetic Hand (pick one hand) with Laser Blaster Finger
- Climb Cord (+2 to climbing skill)
- Damage: 2d6
- Range: 15/30/60
- RoF: 1
- AP 1
- 6 Shots prior to Recharge needed
- Vow (Major) Serve CS
- Strain of 1 due to bomb implant 3d10+4 (no armor against it), resulting in 1 less point of burn due to the 1 Strain
Requirements
- Psycho-Stalker OR Coalition States Juicer
- Gain Hindrance (Major) Wanted by the CS
- If the Juicer goes renegade the CS will blow your head off by utilizing the Bomb Impkaint. To avoid this, -2 Kn: Cybernetics roll to remove, replace Major Vow with Wanted Major by CS.
- Bomb Implant removed (The lost point of Burn is not recovered from the Strain of original implant)
Requirements
- Seasoned
- CS Juicer
- +2 toughness
CS Psycho-Stalker Juicer (Juicer Variant)
UNTIL I GET THE TIME TO UPDATE THIS SEE THIS POST IN REGARD TO THIS VARIANT
Requirements
- Novice
- Psi-Stalker
- Juicer
- Background Edge
- May not already have a Juicer Variant Edge
- Vow (Major) Serve the CS
- Juicer IF
- Vow (Major) Serve CS
- Strain of 1 due to bomb implant 3d10+4 (no armor against it), resulting in 1 less point of burn due to the 1 Strain
Requirements
- Psycho-Stalker OR Coalition States Juicer
- Gain Hindrance (Major) Wanted by the CS
- If the Juicer goes renegade the CS will blow your head off by utilizing the Bomb Impkaint. To avoid this, -2 Kn: Cybernetics roll to remove, replace Major Vow with Wanted Major by CS.
- Bomb Implant removed. Note: The lost point of Burn is not recovered from the Strain of original implant. The Psi-Stalkers have the inherent ability to detect arcana, usable at will (half normal range) penalty is not removed.
Psi Stalker Abilities
- Ambidexterity: Psi-Stalkers have the Ambidextrous Edge.
- Animal Empathy: Psi-Stalkers have an inherent empathy with animals. They start with Riding d6 and animals treat them as one of their own. This effect can be problematic if the animal in question is a territorial loner.
- Fast: Psi-Stalkers have Pace +2 and increase their Running die by one die type (usually Pace 8 and d8 run die).
- Outsider: Psi-Stalkers are creepy and off-putting, and make those with magic or psionic abilities especially nervous (for obvious reasons). They are barely more than a slave class in the Coalition and despised in the Federation of Magic. They suffer −2 Charisma with everyone except others of their kind.
- Psychic Sense: Psi-Stalkers have the inherent ability to detect arcana, usable at will (half normal range). They use the Notice skill to detect the presence and location of any psychic or magic energies, beings, or items. They can also use the Tracking skill to track a specific magical or psionic entity. This sense works to detect anything psychic, magic, or supernatural, including invisible and astral beings. Psychic Sense doesn’t work inside sealed armor or vehicles. Cybernetic implants also cause problems; every point of Strain imposes a −1 penalty (Remember the Psycho Stalker starts with Strain) when the Psi-Stalker uses his Psychic Sense (the Cyber-Psychic Alignment Edge can negate this penalty). See below information/note.
- Psychic Vampire: Psi- Stalkers require a diet of PPE or ISP drained from living beings. They gain this using the Draining PPE/ISP rules (page 121), which only works by touch. The Psi-Stalker must cut and draw blood from her intended victim or donor (which must be supernaturally, magically, or psionically active to provide sustenance). Psi-Stalkers must consume at least 5 Power Points (PPE or ISP) a day or suffer Fatigue (Note took edge controlled hunger = 3PP/48hours). They starve to death after a week of being Incapacitated by lack of “food.” Each 5 PPE/ISP drained restores one level of Fatigue. Consumed Power Points cannot be used to fuel spells or psionic powers.
- Racial Enemy: Many Psi-Stalker and Simvan tribes have been at war for years. Meetings between the species start argumentative and get worse. Psi-Stalkers suffer −4 Charisma with Simvan.
- Restricted Paths: Working arcane magic is impossible for Psi-Stalkers. They cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
Dog Boys and Psi-Stalkers have the innate ability to sense and track the supernatural. Like any sense, certain environmental conditions or situations can impair or even block its use. Ley lines in particular are so powerful anyone within one cannot be detected at all with Psychic Sense, and those nearby are harder to sense as well. Other sources of supernatural energy, including large numbers of living beings, can confuse the Psychic Sense too. A ley line storm completely negates the ability to track anyone whose trail passed through the area it affected.
Psychic Sense Modifiers
- −4 Target within 10” (20 yards) of a ley line or source of supernatural energy.
- −2 Target within 25” (50 yards) of ley line or source of supernatural energy.
- −2 Target within a large group of living beings (a bustling city street or herd of animals).
- −2 Target or sensing character near a powerful supernatural entity (a dragon or greater demon).
- −2 Tracking target 24–48 hours since in area.
- −4 More than two days since target was in area (targets cannot be tracked after a week).
Dragon Juicer (Juicer Variant)
Requirements
- Novice
- Juicer
- Background Edge
- May not already have a Juicer Variant Edge
- Alertness Edge
- Exalted Darksight at will using Smarts to activate
- Body Armor: Dragon Skin (Hide) armor with 6 MDC and +2 toughness, STR minimum d10
- Roll once on the Crazie Degradation table, with a dragon related Trapping, i.e. Bloodthirsty would only be towards dragon kind
- Enemy (Major) Dragons, Most dragons will want to kill you
Requirements
- Seasoned
- Dragon Juicer
- Premium Aged Elder Dragons blood flows through your veins. +2 to Uncanny Reflexes. -2 CHA
Requirements
- Seasoned
- Dragon Juicer
- Worn like forearm guards, these weapons are created from dragon bone. STR +d8. -2 CHA
Requirements
- Seasoned
- Dragon Juicer
- Farsight at will Smarts roll and Jack of all Trades Edge. -2 CHA
Requirements
- Seasoned
- Dragon Juicer
- Stealth checks +2. -2 CHA
Requirements
- Seasoned
- Dragon Juicer
- Blood of a Mage Dragon, Dragin Juicer is empowered with a pool of 10 PP to use Techno Wizard items, gear and weapons etc. Detect Arcana will detect the dragon juicer.
Requirements
- Seasoned
- Dragon Juicer
- The character drinks the untreated blood of slain dragons whenever he can. Strangely enough, this keeps him alive and prevents him from having to find an alchemist every six months to get more treated blood-based chemicals. It also adds another 2 Burn to his life. Dragon vampires are usually quite mad (roll once on the Crazie Degradation Table). Each time the Edge is taken it adds 2 Burn but requires another roll on the Degradation table. Can only take this Edge once per Rank. If taken at Character Creation it doesn't count as Season Rank as per Born a Hero Rules
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[size=150][color=#FF0000][b]JUICER VARIANTS[/b][/size] Last Updated: 02-21-2017[/color]
[img]https://db4sgowjqfwig.cloudfront.net/campaigns/139407/assets/697572/juicer-Variants_jpg.jpg?1486751742[/img]
[u]Savage Rifts Juicer Variants (Fan Created) [/u]
The Below Posts (after this post) show the process of creation. Thanks to Sayeen, Kesslan, Beowulf85, Conrad, Merlaggon, Lucretia, and Venatus for sharing your ideals and concepts.
[size=150]Juicer Variant Iconic Edges: These Edges require a Character to have a specific Iconic Framework in order to take them. In this case [u]these Edges can only be taken by Juicers, at the time of Character Creation[/u]. [/size]
[size=200][b]Hyperion Juicer[/b] [color=#FF0000](Juicer Variant)[/color] [/size]
Requirements [list][*]Novice[*]Juicer[*]Background Edge[*]May not already have a Juicer Variant Edge[/list]
Benifits[list][*]Increase speed to x3 pace[*]Gains Uncanny Reflexes, and Quick all the time[/list]
Complication[list][*]Habbit: Food (Major)[/list]
[size=150]--> [b]Improved Uncanny Reflexes[/b][/size]
Requirements[list][*]Seasoned[*]Hyperion Juicer[/list]
Benifits[list][*]+2 to Uncanny Reflexes[/list]
[size=200][b]Titan Juicer[/b] [color=#FF0000](Juicer Variant)[/color] [/size]
Requirements[list][*]Novice[*]Juicer[*]Background Edge[*]May not already have a Juicer Variant Edge[/list]
Benefits[list][*]Size +2 (Comes with a +2 to toughness)[*]Punches are considered MD. To calculating damage, STR is treated as two die types higher[/list]
Complications[list][*]Last Call[*]Stuff aint built for me [/list]
[size=150]--> [b]Extra Beefy[/b][/size]
Requirements[list][*]Seasoned[*]Titan Juicer[*]Brawny Edge[*]STR minimum of d10[/list]
Benefits[list][*]The Juicer Brawny Edge is altered: Load limit upped to STR x12 instead of 8[*]+1 size[/list]
[size=200][b]Phaeton Juicer[/b] [color=#FF0000](Juicer Variant) [/color][/size]
Requirements[list][*]Novice[*]Juicer[*]Background edge[*]May not already have a Juicer Variant Edge[/list]
Benefits[list][*]Ace[*]Combat Ace[*]Vehicle of Choice - usually a Hover Cycle or Motorcycle [/list]
Complications[list][*]-1 die type STR[*]-1 vigor die type [/list]
[size=150]--> [b]Trademark Vehicle[/b][/size]
Requirements [list][*]Veteran[*]Driving, Piloting, or Boating d10[*]Phaeton Juicer[/list]
Benefits [list][*]Gain an aditional non-movement action with a specific vehicle. Thus action can be a repeat action.[/list]
Creation Note [list][*]This can allow for a Phaeton Juicer with Split the Seconds, Combat Ace, and burn faster to end up with: 8 actions, 2 piloting checks, and 2 movements per turn. Truly epic. [/list]
[size=150]--> [b]One With The Machine[/b][/size]
Requirements [list][*]Seasoned[*]Phaeton Juicer[/list]
Benifits [list][*]Gain Telemechanics benifits for vechicles only. Telepathy not required. [/list]
[size=200][b]Mega Juicer[/b] [color=#FF0000](Juicer Variant) [/color][/size]
Requirements[list][*]Novice[*]Juicer[*]Background Edge[*]May not already have a Juicer Variant Edge[/list]
Benefits[list][*]Does not suffer from one point of Wound Modifiers[*]+2 toughness[*]No additional damage from called shots[*]+2 to recover from Shaken[*]+1 additional Die type to STR[/list]
Complication[list][*]Burnout, 3d10 plasma damage the size of a medium burst template surrounds the Mega Juicer (counts as sunlight for vampires) upon Blaze of Glory, or end of next action when at 0 burn[*]Unable to detox[*]Kill on sight (minor) at 1-3 burn, it is widely known the Mega Juicer is about to go nova. Most folks will put them down (or attempt to) at that point. At 3 Burn left the Mega Juicer emits a fiery glowing from their eyes. [/list]
[size=150]--> [b]Mister Mega[/b][/size]
Requirements [list][*]Seasoned[*]Mega Juicer[/list]
Benifits [list][*]Gain the Monstorus Ability: Hardy [/list]
[size=200][b]Delphi Juicer[/b] [color=#FF0000](Juicer Variant)[/color] [/size]
Requirements[list][*]Novice[*]Juicer[*]Background Edge[*]May not already have a Juicer Variant Edge[/list]
Benefits[list][*]Arcane Background: Psionics, pick from the Crazie list[*]PAS Helment: Major psionics (requires the PAS helmet)[*]PAS Helmet provides Rapid Recharge Edge[*]-4 to target PAS, on a hit roll Technical Difficulties.[/list]
Complication[list][*]Psychic flashes, plagued by horrible and random psychic flashes (minor)[*]The surgically attached Psychic Amplification System (PAS) helmet provides the Delphi Juicer with his or her powers and abilities[*]Helmet can not be removed[*]Habit (Major) Requires use of PAS helmet[*]Knowledge: Cybernetics -2 to remove, Arcane Background (Psionics) suffers from Brain Burn and Technical Difficulties on a Roll of a 1 for Psionics skill roll. [/list]
[size=150]--> [b]Juiced Mind[/b][/size]
Requirements [list][*]Seasoned[*]Delphi Juicer [/list]
Benifits [list][*]Chose one new or existing power, automatically gain the raise effect on a success.[/list]
[size=200][b]Coalition States Juicer[/b] [color=#FF0000](Juicer Variant) [/color][/size]
Requirments [list][*]Novice[*]Juicer[*]Background Edge[*]May not already have a Juicer Variant Edge[*]Vow (Major) Serve the CS [/list]
Benefits [list][*]Cybernetic Hand (pick one hand) with Laser Blaster Finger[*]Climb Cord (+2 to climbing skill) [/list]
Concealed Laser Blaster Finger [list][*]Damage: 2d6[*]Range: 15/30/60[*]RoF: 1[*]AP 1[*]6 Shots prior to Recharge needed[/list]
Complication [list][*]Vow (Major) Serve CS[*]Strain of 1 due to bomb implant 3d10+4 (no armor against it), resulting in 1 less point of burn due to the 1 Strain[/list]
[size=150]--> [b]Disavowed[/b][/size]
Requirements [list][*]Psycho-Stalker OR Coalition States Juicer[*]Gain Hindrance (Major) Wanted by the CS[*]If the Juicer goes renegade the CS will blow your head off by utilizing the Bomb Impkaint. To avoid this, -2 Kn: Cybernetics roll to remove, replace Major Vow with Wanted Major by CS. [/list]
Benefits [list][*]Bomb Implant removed (The lost point of Burn is not recovered from the Strain of original implant) [/list]
[size=150]--> [b]Integrated Armor[/b][/size]
Requirements [list][*]Seasoned[*]CS Juicer [/list]
Benifits [list][*]+2 toughness[/list]
[size=200][b]CS Psycho-Stalker Juicer[/b] [color=#FF0000](Juicer Variant) [/color][/size]
Requirements [list][*]Novice[*]Psi-Stalker[*]Juicer[*]Background Edge[*]May not already have a Juicer Variant Edge[*]Vow (Major) Serve the CS [/list]
Benefits [list][*]Juicer IF[/list]
Complication [list][*]Vow (Major) Serve CS[*]Strain of 1 due to bomb implant 3d10+4 (no armor against it), resulting in 1 less point of burn due to the 1 Strain [/list]
[size=150]--> [b]Disavowed[/b][/size]
Requirements [list][*]Psycho-Stalker OR Coalition States Juicer[*]Gain Hindrance (Major) Wanted by the CS[*]If the Juicer goes renegade the CS will blow your head off by utilizing the Bomb Impkaint. To avoid this, -2 Kn: Cybernetics roll to remove, replace Major Vow with Wanted Major by CS. [/list]
Benefits [list][*]Bomb Implant removed. Note: The lost point of Burn is not recovered from the Strain of original implant. The Psi-Stalkers have the inherent ability to detect arcana, usable at will (half normal range) penalty is not removed.[/list]
[color=#FF0000]The other thing is:[/color] Keep in white / Change in [color=#4040FF]Blue[/color].
[b]Psi Stalker Abilities[/b]
[list]
[*]Ambidexterity: Psi-Stalkers have the Ambidextrous Edge.
[*]Animal Empathy: Psi-Stalkers have an inherent empathy with animals. They start with Riding d6 and animals treat them as one of their own. This effect can be problematic if the animal in question is a territorial loner.
[*]Fast: Psi-Stalkers have Pace +2 and increase their Running die by one die type (usually Pace 8 and d8 run die).
[*]Outsider: Psi-Stalkers are creepy and off-putting, and make those with magic or psionic abilities especially nervous (for obvious reasons). They are barely more than a slave class in the Coalition and despised in the Federation of Magic. They suffer −2 Charisma with everyone except others of their kind.
[*]Psychic Sense: Psi-Stalkers have the inherent ability to detect arcana, usable at will [color=#4040FF](half normal range)[/color]. They use the Notice skill to detect the presence and location of any psychic or magic energies, beings, or items. They can also use the Tracking skill to track a specific magical or psionic entity. This sense works to detect anything psychic, magic, or supernatural, including invisible and astral beings. Psychic Sense doesn’t work inside sealed armor or vehicles. Cybernetic implants also cause problems; every point of Strain imposes a −1 penalty [color=#4040FF](Remember the Psycho Stalker starts with Strain)[/color] when the Psi-Stalker uses his Psychic Sense (the Cyber-Psychic Alignment Edge can negate this penalty). See below information/note.
[*]Psychic Vampire: Psi- Stalkers require a diet of PPE or ISP drained from living beings. They gain this using the Draining PPE/ISP rules (page 121), which only works by touch. The Psi-Stalker must cut and draw blood from her intended victim or donor (which must be supernaturally, magically, or psionically active to provide sustenance). Psi-Stalkers must consume at least 5 Power Points (PPE or ISP) a day or suffer Fatigue (Note took edge controlled hunger = 3PP/48hours). They starve to death after a week of being Incapacitated by lack of “food.” Each 5 PPE/ISP drained restores one level of Fatigue. Consumed Power Points cannot be used to fuel spells or psionic powers.
[*]Racial Enemy: Many Psi-Stalker and Simvan tribes have been at war for years. Meetings between the species start argumentative and get worse. Psi-Stalkers suffer −4 Charisma with Simvan.
[*]Restricted Paths: Working arcane magic is impossible for Psi-Stalkers. They cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.[/list]
Note: [b]PSYCHIC SENSE[/b]
Dog Boys and Psi-Stalkers have the innate ability to sense and track the supernatural. Like any sense, certain environmental conditions or situations can impair or even block its use. Ley lines in particular are so powerful anyone within one cannot be detected at all with Psychic Sense, and those nearby are harder to sense as well. Other sources of supernatural energy, including large numbers of living beings, can confuse the Psychic Sense too. A ley line storm completely negates the ability to track anyone whose trail passed through the area it affected.
[i]Psychic Sense Modifiers[/i][list]
[*]−4 Target within 10” (20 yards) of a ley line or source of supernatural energy.
[*]−2 Target within 25” (50 yards) of ley line or source of supernatural energy.
[*]−2 Target within a large group of living beings (a bustling city street or herd of animals).
[*]−2 Target or sensing character near a powerful supernatural entity (a dragon or greater demon).
[*]−2 Tracking target 24–48 hours since in area.
[*]−4 More than two days since target was in area (targets cannot be tracked after a week).[/list]
[size=200][b]Dragon Juicer[/b] [color=#FF0000](Juicer Variant)[/color] [/size]
Requirements [list][*]Novice[*]Juicer[*]Background Edge[*]May not already have a Juicer Variant Edge [/list]
Benefits [list] [*]Alertness Edge[*]Exalted Darksight at will using Smarts to activate[*]Body Armor: Dragon Skin (Hide) armor with 6 MDC and +2 toughness, STR minimum d10 [/list]
Complications [list][*]Roll once on the Crazie Degradation table, with a dragon related Trapping, i.e. Bloodthirsty would only be towards dragon kind[*]Enemy (Major) Dragons, Most dragons will want to kill you [/list]
[size=150]--> [b]Elder Blood[/b][/size]
Requirements [list][*]Seasoned[*]Dragon Juicer [/list]
Benefits [list][*]Premium Aged Elder Dragons blood flows through your veins. +2 to Uncanny Reflexes. -2 CHA [/list]
[size=150]--> [b]Dragon Claws[/b][/size]
Requirements [list][*]Seasoned[*]Dragon Juicer [/list]
Benefits [list][*]Worn like forearm guards, these weapons are created from dragon bone. STR +d8. -2 CHA[/list]
[size=150]--> [b]Dragon Helm[/b][/size]
Requirements [list][*]Seasoned[*]Dragon Juicer [/list]
Benefits [list][*]Farsight at will Smarts roll and Jack of all Trades Edge. -2 CHA [/list]
[size=150]--> [b]Nightstalker Blood[/b][/size]
Requirements [list][*]Seasoned[*]Dragon Juicer [/list]
Benefits [list][*]Stealth checks +2. -2 CHA[/list]
[size=150]--> [b]Dragon Force[/b][/size]
Requirements [list][*]Seasoned[*]Dragon Juicer [/list]
Benefits [list][*]Blood of a Mage Dragon, Dragin Juicer is empowered with a pool of 10 PP to use Techno Wizard items, gear and weapons etc. Detect Arcana will detect the dragon juicer.[/list]
[size=150]--> [b]Dragon Vampire![/b][/size]
Requirements [list][*]Seasoned[*]Dragon Juicer[/list]
Benifits [list][*]The character drinks the untreated blood of slain dragons whenever he can. Strangely enough, this keeps him alive and prevents him from having to find an alchemist every six months to get more treated blood-based chemicals. It also adds another 2 Burn to his life. Dragon vampires are usually quite mad (roll once on the Crazie Degradation Table). Each time the Edge is taken it adds 2 Burn but requires another roll on the Degradation table. Can only take this Edge once per Rank. If taken at Character Creation it doesn't count as Season Rank as per Born a Hero Rules [/list]